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 Reinforcement Learning


Creating Multi-Level Skill Hierarchies in Reinforcement Learning

arXiv.org Artificial Intelligence

What is a useful skill hierarchy for an autonomous agent? We propose an answer based on the graphical structure of an agent's interaction with its environment. Our approach uses hierarchical graph partitioning to expose the structure of the graph at varying timescales, producing a skill hierarchy with multiple levels of abstraction. At each level of the hierarchy, skills move the agent between regions of the state space that are well connected within themselves but weakly connected to each other. We illustrate the utility of the proposed skill hierarchy in a wide variety of domains in the context of reinforcement learning.


The Evolution theory of Learning: From Natural Selection to Reinforcement Learning

arXiv.org Artificial Intelligence

Evolution is a fundamental process that shapes the biological world we inhabit, and reinforcement learning is a powerful tool used in artificial intelligence to develop intelligent agents that learn from their environment. In recent years, researchers have explored the connections between these two seemingly distinct fields, and have found compelling evidence that they are more closely related than previously thought. This paper examines these connections and their implications, highlighting the potential for reinforcement learning principles to enhance our understanding of evolution and the role of feedback in evolutionary systems.


Jumanji: a Diverse Suite of Scalable Reinforcement Learning Environments in JAX

arXiv.org Artificial Intelligence

Open-source reinforcement learning (RL) environments have played a crucial role in driving progress in the development of AI algorithms. In modern RL research, there is a need for simulated environments that are performant, scalable, and modular to enable their utilization in a wider range of potential real-world applications. Therefore, we present Jumanji, a suite of diverse RL environments specifically designed to be fast, flexible, and scalable. Jumanji provides a suite of environments focusing on combinatorial problems frequently encountered in industry, as well as challenging general decision-making tasks. By leveraging the efficiency of JAX and hardware accelerators like GPUs and TPUs, Jumanji enables rapid iteration of research ideas and large-scale experimentation, ultimately empowering more capable agents. Unlike existing RL environment suites, Jumanji is highly customizable, allowing users to tailor the initial state distribution and problem complexity to their needs. Furthermore, we provide actor-critic baselines for each environment, accompanied by preliminary findings on scaling and generalization scenarios. Jumanji aims to set a new standard for speed, adaptability, and scalability of RL environments.


Sample-Efficient On-Policy Imitation Learning from Observations

arXiv.org Artificial Intelligence

Imitation learning from demonstrations (ILD) aims to alleviate numerous shortcomings of reinforcement learning through the use of demonstrations. However, in most real-world applications, expert action guidance is absent, making the use of ILD impossible. Instead, we consider imitation learning from observations (ILO), where no expert actions are provided, making it a significantly more challenging problem to address. Existing methods often employ on-policy learning, which is known to be sample-costly. This paper presents SEILO, a novel sample-efficient on-policy algorithm for ILO, that combines standard adversarial imitation learning with inverse dynamics modeling. This approach enables the agent to receive feedback from both the adversarial procedure and a behavior cloning loss. We empirically demonstrate that our proposed algorithm requires fewer interactions with the environment to achieve expert performance compared to other state-of-the-art on-policy ILO and ILD methods.


$\pi2\text{vec}$: Policy Representations with Successor Features

arXiv.org Artificial Intelligence

Robot time is an important bottleneck in applying reinforcement learning in real life. The lack of sufficient training data has driven progress in sim2real, offline reinforcement learning (offline RL), and data efficient learning. However, these approaches do not address the data requirements of policy evaluation. Various proxy metrics were introduced to replace the evaluation on the real robotic system. For example, in sim2real we might measure the performance in simulation (Lee et al., 2021), while in offline RL we can rely on Off-policy Policy Evaluation (OPE) methods (Precup, 2000; Li et al., 2011; Gulcehre et al., 2020; Fu et al., 2021) As we are usually interested in deploying a policy in the real world, recent works narrowed the problem by focusing on Offline Policy Selection (OPS), where the goal is picking the best performing policy from offline data. While these methods are useful for determining coarse relative performance of policies, one still needs time on real robot for more reliable estimates.


Temporal Difference Learning with Experience Replay

arXiv.org Artificial Intelligence

Temporal-difference (TD) learning is widely regarded as one of the most popular algorithms in reinforcement learning (RL). Despite its widespread use, it has only been recently that researchers have begun to actively study its finite time behavior, including the finite time bound on mean squared error and sample complexity. On the empirical side, experience replay has been a key ingredient in the success of deep RL algorithms, but its theoretical effects on RL have yet to be fully understood. In this paper, we present a simple decomposition of the Markovian noise terms and provide finite-time error bounds for TD-learning with experience replay. Specifically, under the Markovian observation model, we demonstrate that for both the averaged iterate and final iterate cases, the error term induced by a constant step-size can be effectively controlled by the size of the replay buffer and the mini-batch sampled from the experience replay buffer.


Automatic Trade-off Adaptation in Offline RL

arXiv.org Artificial Intelligence

Recently, offline RL algorithms have been proposed that remain adaptive at runtime. For example, the LION algorithm \cite{lion} provides the user with an interface to set the trade-off between behavior cloning and optimality w.r.t. the estimated return at runtime. Experts can then use this interface to adapt the policy behavior according to their preferences and find a good trade-off between conservatism and performance optimization. Since expert time is precious, we extend the methodology with an autopilot that automatically finds the correct parameterization of the trade-off, yielding a new algorithm which we term AutoLION.


Meta Generative Flow Networks with Personalization for Task-Specific Adaptation

arXiv.org Artificial Intelligence

Multi-task reinforcement learning and meta-reinforcement learning have been developed to quickly adapt to new tasks, but they tend to focus on tasks with higher rewards and more frequent occurrences, leading to poor performance on tasks with sparse rewards. To address this issue, GFlowNets can be integrated into meta-learning algorithms (GFlowMeta) by leveraging the advantages of GFlowNets on tasks with sparse rewards. However, GFlowMeta suffers from performance degradation when encountering heterogeneous transitions from distinct tasks. To overcome this challenge, this paper proposes a personalized approach named pGFlowMeta, which combines task-specific personalized policies with a meta policy. Each personalized policy balances the loss on its personalized task and the difference from the meta policy, while the meta policy aims to minimize the average loss of all tasks. The theoretical analysis shows that the algorithm converges at a sublinear rate. Extensive experiments demonstrate that the proposed algorithm outperforms state-of-the-art reinforcement learning algorithms in discrete environments.


Semi-Offline Reinforcement Learning for Optimized Text Generation

arXiv.org Artificial Intelligence

In reinforcement learning (RL), there are two major settings for interacting with the environment: online and offline. Online methods explore the environment at significant time cost, and offline methods efficiently obtain reward signals by sacrificing exploration capability. We propose semi-offline RL, a novel paradigm that smoothly transits from offline to online settings, balances exploration capability and training cost, and provides a theoretical foundation for comparing different RL settings. Based on the semi-offline formulation, we present the RL setting that is optimal in terms of optimization cost, asymptotic error, and overfitting error bound. Extensive experiments show that our semi-offline approach is efficient and yields comparable or often better performance compared with state-of-the-art methods.


DeepMPR: Enhancing Opportunistic Routing in Wireless Networks through Multi-Agent Deep Reinforcement Learning

arXiv.org Artificial Intelligence

Opportunistic routing relies on the broadcast capability of wireless networks. It brings higher reliability and robustness in highly dynamic and/or severe environments such as mobile or vehicular ad-hoc networks (MANETs/VANETs). To reduce the cost of broadcast, multicast routing schemes use the connected dominating set (CDS) or multi-point relaying (MPR) set to decrease the network overhead and hence, their selection algorithms are critical. Common MPR selection algorithms are heuristic, rely on coordination between nodes, need high computational power for large networks, and are difficult to tune for network uncertainties. In this paper, we use multi-agent deep reinforcement learning to design a novel MPR multicast routing technique, DeepMPR, which is outperforming the OLSR MPR selection algorithm while it does not require MPR announcement messages from the neighbors. Our evaluation results demonstrate the performance gains of our trained DeepMPR multicast forwarding policy compared to other popular techniques.